Description

Book Synopsis

Do you dare to step away from the social media mandate? Are you ready to challenge yourself beyond the automatic solutions of creative work today? Can we break from business-as-usual and find alternative ways of approach?

Following the publication of Offline Matters: The Less-Digital Guide to Creative Work come the first two decks of the Offline Matters Cards series: Truth or Dare?. Like the much-loved classic game of Truth or Dare?, these tools are designed to challenge creative minds into unfamiliar places of thinking.

Whether starting with a problem that needs solving or a blank state waiting action, the decks bring a fresh take to the task at hand. Draw a prompt card from each or either pack, then apply the perspective or action for counter-cultural results. The goal is to (re)introduce elements of experimentation and play that press against the dry digitality typical of creative work today.

Offline Matters Cards: Truth or Dare?: A Tool for

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    Order before 4pm tomorrow for delivery by Fri 26 Jun 2026.

    A Cards by Jess Henderson

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      View other formats and editions of Offline Matters Cards: Truth or Dare?: A Tool for by Jess Henderson

      Publisher: BIS Publishers B.V.
      Publication Date: 20/05/2021
      ISBN13: 9789063696078, 978-9063696078
      ISBN10: 9063696078

      Description

      Book Synopsis

      Do you dare to step away from the social media mandate? Are you ready to challenge yourself beyond the automatic solutions of creative work today? Can we break from business-as-usual and find alternative ways of approach?

      Following the publication of Offline Matters: The Less-Digital Guide to Creative Work come the first two decks of the Offline Matters Cards series: Truth or Dare?. Like the much-loved classic game of Truth or Dare?, these tools are designed to challenge creative minds into unfamiliar places of thinking.

      Whether starting with a problem that needs solving or a blank state waiting action, the decks bring a fresh take to the task at hand. Draw a prompt card from each or either pack, then apply the perspective or action for counter-cultural results. The goal is to (re)introduce elements of experimentation and play that press against the dry digitality typical of creative work today.

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